Inside is a Brutal Critique of Capitalism

Inside, the sophomore release from Danish studio Playdead, presents a world of class division, capitalism and body horror. This abstract, wordless experience critiques the ways bodies are used and abused in societies today, particularly as a result of those same class divisions and capitalist structures. Inside’s society has not only stripped people of their identities, but of their very personhood. What is left are mere bodies, which are then further violated. The bodies of working class people are used as simple, mindless tools. The horrors of capitalism and class divisions are echoed throughout this bleak world.
Inside’s society shows no respect for the bodily sanctity of individuals and makes everyone, even the player, complicit. Inside’s society has eradicated the free will of the masses. The vast majority of the people you see in Inside are mindless husks, marching forward, under unseen control. These controlled bodies walk with an inhuman gait, marching as though they are about to fall over, their head down, barely even supported on their shoulders. The player is made to take direct control of these bodies if they want to progress. Many of Inside’s puzzles are solved through a device that allows the player to control the movement of nearby bodies. One puzzle in particular brings the inherent dehumanization to the forefront. It presents the player with a pressure plate and giant monitor nearby, displaying the number “40.” Every time a body is placed on this pressure plate, the number decreases. The player must then search every corner of the surrounding area for bodies. When the player approaches one, thanks to the control device, it will get up and begin to follow them. One of the last bodies the player happens upon is dead, so they must drag the body and throw it over a ledge to get it onto the pressure plate. It lands with a distant thud. What were once humans become mere resources for the player, a number. The structure and solution to this and other puzzles force the player to become complicit with the systemic dehumanization of people. The boy who serves as the main player character may be resisting the society, but merely interacting with it on any level necessitates violating and dehumanizing people, no matter one’s intentions. With every press of the button, the player chips away at the humanity of these people, turning them into a utility for progress.
The effects of constant abuse of bodies manifests itself visually through Inside’s body horror. The most apparent manifestation of a lack of personhood is the fact that there is not a single body with a face throughout Inside. Even the boy you play as is faceless. In its final act, Inside uses some of the most disturbing body horror I have seen to cement its critique of the systemic use and abuse of bodies in modern society. The boy comes upon a laboratory where all the scientists and workers are staring into a giant tank. Unable to see inside, the boy eventually makes his way into the tank and finds a giant mass of writhing, squirming body parts smushed together into a horrible blob. This blob of human bodies grabs the boy and pulls him in. It then escapes and begins to wreak havoc. It was deeply unsettling to watch this thing move about with a dozen or more arms and legs sticking out everywhere. The white collar office workers and the scientists observed the mutating mass of bodies with a perverse fixation, akin to a 19th century operating theater. In this abomination, the boy and everyone else who are a part of it weren’t just ripped of their personhood; all semblance of ever having been a person was completely obliterated into a squirming mass of limbs and flesh.